SkiaMK Posted December 7, 2019 Share Posted December 7, 2019 (edited) @icecreamassassin did you ever find a way to make the game call your custom pickaxe? As best I can work out the call for it must be in the hkx file but as there is no way to change SSE hkx files (at least, not without some convoluted method that involves LE which I would have to download and then convert from the LE version back to SSE)... I'm working on a rather large quest mod that introduces a new material (Tainted Aetherium) to the game and one of the big rewards in the quest line is a Dwemer Pickaxe (custom model) with a Tainted Aetherium blade... I've got way to much time invested in it to scrap it so if push comes to shove I will simply offer the option of having ALL mining use that model but I would much rather force it to call my AnimObject only if the player has that pickaxe in their inventory. Cheers,Skia Edit: Sigh... I extracted the LE hkx files to to xml and I don't see any reference to the AnimObject nifs there either... I'm buggered for how hell the game calls them. Edited December 9, 2019 by SkiaMK Link to comment Share on other sites More sharing options...
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